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Dev Blog: Training Sailing

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ItzAtlass
May Member 2023

ItzAtlass

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With the development blog I just read I don't think it would be a good idea. I mean grinding out 80-90 sailing just to get to sail to a destination that you could easily buy a teleport scroll to doesn't sound very appealing. ( buy a 1k teleport scroll or grind out 90 sailing to get there) for me it would be an obvious choice.
I would like to see these hidden dungeons and monsters that were mentioned put under the agility skill instead like you need agility levels to get into the different dungeons to access the new area with monsters and rewards (Possibly some challenging obstacles that require agility to get to it.) Right now with agility pots very cheap and the stamina pots agility is used solely for the few shortcuts around Runescape.
Sure the rooftop courses were a recent update but that just added a different way to train agility it never really added anymore usefulness to the skill itself and now with full grace, stamina pots + the cheap energy pots it is really just a shortcut skill which should include giving you the ability to access dungeons. I would rather see this happen than sailing in my opinion.

15-Aug-2015 08:11:50

RNGreed

RNGreed

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A "skill" where you commission npcs to do all the work for you.

A "skill" where you going to places arranged in random orders gives you xp.

It's just not a compelling idea for it to have xp attached to it.

They haven't even addressed the biggest issue sailing has, how will it look and feel to actually control the ship. The limited draw distance and simplistic movement system of OSRS, how big could the ship be? How will islands render in size?

The entire basis of this skill is on getting new content that isn't related to the concept of sailing itself. People get hung up on pedantic definitions of whether its a minigame or not instead of questioning how it will fit into OSRS as a whole.

If people don't want to engage in this "skill" then they will be at a disadvantage for many other skills as well as money making methods. That would fundamentally change OSRS into something that I don't think it should be. For every other skill, you get rewards toward the skill itself, for this one the rewards are for other skills which doesn't fit the skill system. For example, you obviously get wood from Woodcutting which can be used for fletching or firemaking. But doing fletching shouldn't unlock high level trees which you can cut. It's very backwards and would push players very hard to grind this skill even if they don't like the idea.

15-Aug-2015 08:46:02

Pendual

Pendual

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RNGreed said :
For example, you obviously get wood from Woodcutting which can be used for fletching or firemaking. But doing fletching shouldn't unlock high level trees which you can cut. It's very backwards and would push players very hard to grind this skill even if they don't like the idea.

I don't see what your point is and how it applies to sailing? I think it is better for skills to feed into and support each other.

15-Aug-2015 09:54:03

Teamviruz

Teamviruz

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The fact that training sailing is reliant on construction has swayed me to vote no. Planks should not be used to make the ships. Leave the planks for construction. Instead, have something such as an npc at every shipyard that you 'trade' to buy sailing supplies from. One of these items should be an axe designated for sailing. When a player 'uses' this axe on a specific type of log a menu pops up much like using a knife on a log. In this menu there is the option to make *type of wood* 'shipwood'. Whether these type of planks are tradeable is not up for me to decide. OR, you can equip the shipbuilding axe and when you chop a specific tree - say oak - you receive 'oak shipwood' in your inventory. So whether you buy a specific log or chop it yourself, there is always effort a player must go through to receive shipwood.

15-Aug-2015 10:35:17

RNGreed

RNGreed

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Pendual said :
RNGreed said :
For example, you obviously get wood from Woodcutting which can be used for fletching or firemaking. But doing fletching shouldn't unlock high level trees which you can cut. It's very backwards and would push players very hard to grind this skill even if they don't like the idea.

I don't see what your point is and how it applies to sailing? I think it is better for skills to feed into and support each other.


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15-Aug-2015 10:44:54

Transcendent

Transcendent

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It seems to me Ship building or Shipwright, Exploration, and Sailing are three separate skills which though benefit each other, could be trained separately.

I don't see how exploring a cave on foot or building a ship on land should add to Sailing XP.

Building a ship makes sense for gaining XP in Construction, Crafting, Smithing, maybe Fletching, and could be its own skill, shipwright, allowing the player to unlock the ability to build better ships, the ships could then be used to train Sailing. Sort of how you can Mine, then Smith ores, or instead of Mining buy ores to train Smithing, someone could train Shipwright themselves, or buy ships off other players who made them.

If NPCs build the ships, I don't see why the player should get any XP for building the ship. Giving an NPC materials is not building the ship so should not give XP.
Checking progress is doing something, however I'd like it better if the player built the ship frame at least if not the whole ship, though I could see hiring NPCs to help and speed up the process of building a ship as a money sink.

Exploration sounds like a separate skill. Unless you are Sailing into the caves, I don't see why you should gain Sailing XP for exploration by foot on land or in a cave.

Exploration if it were its own skill could allow players to explore caves and islands and unlock new content, and some of the places could be reached through Sailing.

Sailing could unlock different areas on the Sea and different ports, and allow players to reach new islands, where they could then use their Shipwright and Exploration skills.

I think Shipwright, Exploration, and Sailing seem like three separate skills, and I would prefer players not gain Sailing XP from Exploring on land or in caves or from Building ships, I'd like Sailing XP to be gained from Exploring at sea, and from Navigation on water.

Edit: Instead of Exploration as a skill, maybe use Agility to determine how deep you can explore in caves.
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15-Aug-2015 10:53:02 - Last edited on 15-Aug-2015 12:19:15 by Transcendent

lko

lko

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GOD OF RNG talks about how there need to be a reason not to accept sailing, a huge change and update to OSRS. Please don't forget this is OSRS, I'll give you a reason with my vote no: Why the hell is it even considered on osrs? lol!!! take it to rs3, which is my point with a few people who I read like you who just want to advance the game and is ok with change well it sounds like rs3 is more for you...

Explorer's Skill: still voting no for now, it sound like it doesn't need to be a skill it can jut be a update to game.

15-Aug-2015 11:10:38

lko

lko

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Transcendent I see your point except you are already thinking of sailing through runescape, which the content is not and unless it's truly corrupt not a majority of only oldschool players would not vote this through. I wouldn't if it was 1,000 extra working hours the point is you jagex are putting in extra work hours into something that should only merely voted yes or no on, and nobody likes to see their science experiment go bust lets be honest.

15-Aug-2015 11:13:38

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